Search found 15 matches

by bouchacha
Wed Jan 05, 2022 11:56 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650797

Re: (Moddb launch) Ashes Afterglow TC

bouchacha wrote And similarly, the hidden racing game is very funny and impressive What are you talking about, is there a second racing minigame, I did the Pitfiend racing one but if there is a second racing minigame I must of missed it. Could you please tell me where it is and what it is? It's in ...
by bouchacha
Tue Jan 04, 2022 2:41 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 650797

Re: (Moddb launch) Ashes Afterglow TC

This is really such an amazing "mod", and easily one of my favorite games in recent memory. I spent $250 on the Steam holiday sale but all I ended up doing was playing and replaying Ashes 2063 instead. So it's really excellent. I think I was caught off-guard by how much better and bigger episode 2 ...
by bouchacha
Mon Jun 13, 2016 2:25 pm
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 669664

Re: Smooth Doom

Almonds wrote:why wouldn't you be able to convert the splats as well?
I've converted every sprite in the Smooth Doom archive as far as I know. I don't know why the splats and the dead bodies seem to follow different palette rules
by bouchacha
Wed Jun 08, 2016 8:32 pm
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 669664

Re: Smooth Doom

Re: BTSX I followed the instructions of converting the sprites to PNG (truecolor)* and it fixes the odd coloring, but it also introduces new issues. Namely, it appears that the conversion process renders the sprites immune to palette modifications but then we get this: http://i.imgur.com/LRK2tDp.jpg ...
by bouchacha
Tue Aug 26, 2014 11:10 pm
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 669664

Re: Smooth Doom (GOOD MMMMMMMMORNING PHOBOS!)

Blue Shadow wrote:
bouchacha wrote:I also use NC/DE HUD and noticed that DoomGuy's face alternates in size in between frames. One frame it's normal, another frame it becomes super tiny. Any ideas as to why that would occur?
http://forum.zdoom.org/viewtopic.php?p=779994#p779994
This was very straightforward, thanks!
by bouchacha
Tue Aug 26, 2014 11:06 pm
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 669664

Re: Smooth Doom (GOOD MMMMMMMMORNING PHOBOS!)

Thanks for the great info Gifty. BloodColor is simple enough and changes from DECORATE automatically override DECALDEF. BloodType calls forth a class (i.e. greenblood) but I can't find out where that color is defined.
by bouchacha
Tue Aug 26, 2014 10:09 pm
Forum: Gameplay Mods
Topic: Smart Scavenger - A Resource/Mod (V3.2 Released! 11/23/14)
Replies: 63
Views: 39938

Re: Smart Scavenger - A Resource/Mod (V2 Released 12/28/12)

Any idea what the cause of the problem is? I spent half an hour messing with the script in Slate but I have very little experience and couldn't figure out why Medikits break up when you have full health.
by bouchacha
Tue Aug 26, 2014 8:39 pm
Forum: Abandoned/Dead Projects
Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
Replies: 3306
Views: 548447

Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit

DRLA Armors don't work very well with the shield. There was a wide amount of problems with both interacting (like removing your armor killing you instantly), and making it toggleable solved most of them. That makes sense. Although it would seem that a better implementation is to keep shields ...
by bouchacha
Tue Aug 26, 2014 10:07 am
Forum: Abandoned/Dead Projects
Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
Replies: 3306
Views: 548447

Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit

2. Why is there a shield toggle button? Is there any reason it shouldn't just be on the whole time? It seems like it adds an unnecessary additional keybind. Because the shield doesn't actually stay on. It needs to be switched back on if it gets depleted. Right, but what's the reasoning behind that ...
by bouchacha
Tue Aug 26, 2014 7:06 am
Forum: Abandoned/Dead Projects
Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
Replies: 3306
Views: 548447

Re: Kyle873's Doom RPG Mod [0.9.11 Beta - Gotta Go Fast Edit

Awesome mod, it's been a while that I ended up playing a game for 8 hours straight. 1. Capacity seems worthless combined with the default option of shopping everywhere. All it really adds is some tediousness in pausing between the action and topping up on ammo if you need to. Maybe you should remove ...
by bouchacha
Tue Aug 26, 2014 6:55 am
Forum: Gameplay Mods
Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Replies: 2008
Views: 669664

Re: Smooth Doom (GOOD MMMMMMMMORNING PHOBOS!)

Sure thing! I just put a check at the beginning of every weapon state (shoot, idle, etc.) to see if "64 mode" is enabled, and if it is, to reroute to an alternate set of states that contain the custom sprites. Here's the decorate for the shotgun. ACTOR PerkShotgun : Shotgun replaces Shotgun { decal ...
by bouchacha
Sun Aug 24, 2014 11:27 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1712901

Re: [WIP] DoomRL Arsenal - [Beta 7.92] [MP-B4.6]

Great mod. 1. What's the story behind the "you aren't likely to find a technician qualified anytime soon" message you get when you try to remove nanofiber skin armor? 2. Aside from the anti-grav, grappling, and other obvious features, do the boots differ much between each other except in the amount ...
by bouchacha
Fri Oct 25, 2013 12:34 pm
Forum: Levels
Topic: Back to Saturn X E1: Get Out Of My Stations
Replies: 114
Views: 36951

Re: Back to Saturn X E1 updated to .99i9 with a new map and

HQnX filter was indeed the problem. The confusing part was that switching off the filter needed a restart before the textures were transparent again. Thanks for the help.
by bouchacha
Thu Oct 24, 2013 9:10 pm
Forum: Levels
Topic: Back to Saturn X E1: Get Out Of My Stations
Replies: 114
Views: 36951

Re: Back to Saturn X E1 updated to .99i9 with a new map and

I only now realized I've been playing with opaque grates this whole time, thinking that's how they were supposed to be. I've changed up various GZDoom settings to no avail. Any idea what's going on?
Image
by bouchacha
Wed Oct 23, 2013 8:22 pm
Forum: Levels
Topic: Back to Saturn X E1: Get Out Of My Stations
Replies: 114
Views: 36951

Re: Back to Saturn X E1 updated to .99i9 with a new map and

Really fantastic wad. I've been doing pistol start on HMP and it's given me a reasonable challenge without getting frustrating. So far until Bingo Pool Halls of Blood. The combination of wide open spaces, a spider demon, and arch-viles left and right make progression through the level a significant ...

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